CvCity::plot() const
- Defined in
- CvCity.cpp, line 7663
- Class
- CvCity
- Hook name
CivHooks::CvCity_plot
Hooks
static bool BeforeCvCity_plot(const CvCity* self, CvPlot*& result);static void AfterCvCity_plot(const CvCity* self, CvPlot*& result);static CvPlot* ReplaceCvCity_plot(CvPlot* (*original)(const CvCity*), const CvCity* self);CivRegisterBefore<CivHooks::CvCity_plot>(host, &BeforeCvCity_plot);CivRegisterAfter<CivHooks::CvCity_plot>(host, &AfterCvCity_plot);CivRegisterReplace<CivHooks::CvCity_plot>(host, &ReplaceCvCity_plot);
Code
7663CvPlot* CvCity::plot() const 7664{ 7665 if ((m_iX != INVALID_PLOT_COORD) && (m_iY != INVALID_PLOT_COORD))7666 return GC.getMap().plotUnchecked(m_iX, m_iY); 7667 return NULL;7668}
Calls
- CvGlobals::getMap()
- CvMap::plotUnchecked(int, int) const
FAutoVariable::operator const int &
Called by
160 functions in 29 files
- CvAIEnemyTerritoryOperation::SelectInitialMusterPoint(CvArmyAI *)
- CvAINavalEscortedOperation::Init(int, PlayerTypes, PlayerTypes, int, CvCity *, CvCity *)
- CvAINavalOperation::SelectInitialMusterPoint(CvArmyAI *)
- CvAIOperation::Init(int, PlayerTypes, PlayerTypes, int, CvCity *, CvCity *)
- CvAIOperation::SelectInitialMusterPoint(CvArmyAI *)
- CvAIOperationBasicCityAttack::Init(int, PlayerTypes, PlayerTypes, int, CvCity *, CvCity *)
- CvAIOperationCityCloseDefense::FindBestTarget()
- CvAIOperationDestroyBarbarianCamp::FindBestTarget()
- CvAIOperationNavalAttack::Init(int, PlayerTypes, PlayerTypes, int, CvCity *, CvCity *)
- CvAIOperationNavalSuperiority::FindBestTarget()
- CvAIOperationNukeAttack::FindBestTarget()
- CvAIOperationPillageEnemy::FindBestTarget()
- CvAIOperationPureNavalCityAttack::Init(int, PlayerTypes, PlayerTypes, int, CvCity *, CvCity *)
- CvAIOperationRapidResponse::FindBestTarget()
- CvBuilderTaskingAI::ConnectCitiesForScenario(CvCity *, CvCity *, RouteTypes)
- CvBuilderTaskingAI::ConnectCitiesToCapital(CvCity *, CvCity *, RouteTypes)
- CvCityBuildings::ChangeBuildingDefense(int)
- CvCityBuildings::ChangeBuildingDefenseMod(int)
- CvCityBuildings::SetNumFreeBuilding(BuildingTypes, int)
- CvCityBuildings::SetNumRealBuildingTimed(BuildingTypes, int, bool, PlayerTypes, int)
- CvCity::CanBuyAnyPlot()
- CvCity::CanPlaceUnitHere(UnitTypes)
- CvCity::CanRangeStrikeNow() const
- CvCity::CreateProject(ProjectTypes)
- CvCity::DoRazingTurn()
- CvCity::DoUpdateCheapestPlotInfluence()
- CvCity::GetBuyPlotCost(int, int) const
- CvCity::GetBuyablePlotList(std::vector<int> &)
- CvCity::GetGarrisonedUnit() const
- CvCity::GetLocalHappiness() const
- CvCity::IsAdjacentToFeature(FeatureTypes) const
- CvCity::IsAdjacentToImprovement(ImprovementTypes) const
- CvCity::IsAdjacentToPlotType(PlotTypes) const
- CvCity::IsAdjacentToResource(ResourceTypes) const
- CvCity::IsAdjacentToTerrain(TerrainTypes) const
- CvCity::IsOnFeature(FeatureTypes) const
- CvCity::IsOnImprovement(ImprovementTypes) const
- CvCity::IsOnPlotType(PlotTypes) const
- CvCity::IsOnResource(ResourceTypes) const
- CvCity::IsOnTerrain(TerrainTypes) const
- CvCity::IsWithinDistanceOfFeature(FeatureTypes, int) const
- CvCity::IsWithinDistanceOfImprovement(ImprovementTypes, int) const
- CvCity::IsWithinDistanceOfPlotType(PlotTypes, int) const
- CvCity::IsWithinDistanceOfResource(ResourceTypes, int) const
- CvCity::IsWithinDistanceOfTerrain(TerrainTypes, int) const
- CvCity::PreKill(bool)
- CvCity::area() const
- CvCity::at(CvPlot *) const
- CvCity::canRangeStrikeAt(int, int) const
- CvCity::canTrain(UnitTypes, bool, bool, bool, bool, CvString *) const
- CvCity::doMeltdown()
- CvCity::getArea() const
- CvCity::init(int, PlayerTypes, int, int, bool, bool, ReligionTypes, const char *)
- CvCity::isCoastal(int) const
- CvCity::isValidBuildingLocation(BuildingTypes) const
- CvCity::isVisible(TeamTypes, bool) const
- CvCity::kill(bool)
- CvCity::processBuilding(BuildingTypes, int, bool, bool, bool)
- CvCity::setAutomatons(int, bool)
- CvCity::setDamage(int, bool)
- CvCity::setPopulation(int, bool)
- CvCity::setupBuildingGraphics()
- CvCity::setupSpaceshipGraphics()
- CvCity::setupWonderGraphics()
- CvCity::updateStrengthValue()
- CvCity::waterArea() const
- CvCityConnections::UpdateCityPlotIDs()
- CvCitySpecializationAI::AssignSpecializations()
- CityStrategyAIHelpers::IsTestCityStrategy_CoastCity(CvCity *)
- CityStrategyAIHelpers::IsTestCityStrategy_ForestCity(CvCity *)
- CityStrategyAIHelpers::IsTestCityStrategy_HillCity(CvCity *)
- CityStrategyAIHelpers::IsTestCityStrategy_JungleCity(CvCity *)
- CityStrategyAIHelpers::IsTestCityStrategy_MountainCity(CvCity *)
- CityStrategyAIHelpers::IsTestCityStrategy_RiverCity(CvCity *)
- CvCityStrategyAI::UpdateBestYields()
- CvDangerPlots::GetCityDanger(CvCity *)
- CvDangerPlots::UpdateDanger(bool, bool)
- CvDiplomacyAI::DoContactMinorCivs()
- CvDllCity::Plot() const
- CvEspionageAI::BuildOffenseCityList(EspionageCityList &)
- CvEspionageAI::FindTargetSpyNumbers(int *, int *, int *, int *)
- CvPlayerEspionage::CanEverMoveSpyTo(CvCity *)
- CvPlayerEspionage::ExtractSpyFromCity(uint)
- CvPlayerEspionage::ProcessSpy(uint)
- CvHomelandAI::ChooseBestFreeWonderCity(BuildingTypes, UnitHandle)
- CvHomelandAI::ExecuteAdmiralMoves()
- CvHomelandAI::ExecuteAircraftMoves()
- CvHomelandAI::ExecuteArtistMoves()
- CvHomelandAI::ExecuteEngineerMoves()
- CvHomelandAI::ExecuteExplorerMoves()
- CvHomelandAI::ExecuteGeneralMoves()
- CvHomelandAI::ExecuteMusicianMoves()
- CvHomelandAI::ExecuteProphetMoves()
- CvHomelandAI::ExecuteSSPartAdds()
- CvHomelandAI::ExecuteSSPartMoves()
- CvHomelandAI::ExecuteWriterMoves()
- CvHomelandAI::PlotUpgradeMoves()
- CvMilitaryAI::FindBestAttackTarget(AIOperationTypes, PlayerTypes, int *)
- CvMilitaryAI::GetBestAirSweepTarget(CvUnit *) const
- CvMilitaryAI::GetNearestCoastalCity(PlayerTypes) const
- CvMilitaryAI::ScoreTarget(CvMilitaryTarget &, AIOperationTypes)
- CvMilitaryAI::ShouldAttackBySea(PlayerTypes, CvMilitaryTarget &)
- CvMilitaryAI::UpdateOperations()
- CvMilitaryAI::WillAirUnitRebase(CvUnit *) const
- CvMinorCivAI::CalculateBullyMetric(PlayerTypes, bool, CvString *)
- CvMinorCivAI::DoFirstContactWithMajor(TeamTypes, bool)
- CvMinorCivAI::DoSpawnUnit(PlayerTypes, bool, bool)
- CvMinorCivAI::IsValidQuestForPlayer(PlayerTypes, MinorCivQuestTypes)
- CvNotifications::Activate(Notification &)
- CvPlayer::DoCityRevolt()
- CvPlayer::DoLiberatePlayer(PlayerTypes, int)
- CvPlayer::DoSpawnGreatPerson(PlayerTypes, bool)
- CvPlayer::GetGreatAdmiralSpawnPlot(CvUnit *)
- CvPlayer::IsCapitalConnectedToCity(CvCity *, RouteTypes)
- CvPlayer::IsCityAlreadyTargeted(CvCity *, DomainTypes, int, int) const
- CvPlayer::IsCityConnectedToCity(CvCity *, CvCity *, RouteTypes, bool)
- CvPlayer::acquireCity(CvCity *, bool, bool, bool)
- CvPlayer::addFreeUnit(UnitTypes, UnitAITypes)
- CvPlayer::canRaze(CvCity *, bool) const
- CvPlayer::disband(CvCity *)
- CvPlayer::findNewCapital()
- CvPlayer::processPolicies(PolicyTypes, int)
- CvPlayer::updateCityPlotYield()
- CvPlayer::updateCitySight(bool)
- CvPlot::setOwner(PlayerTypes, int, bool, bool)
- CvCityReligions::CityConvertsReligion(ReligionTypes, ReligionTypes, PlayerTypes)
- CvCityReligions::IsDefendedAgainstSpread(ReligionTypes)
- CvReligionAI::ChooseInquisitorTargetPlot(UnitHandle, int *)
- CvReligionAI::ChooseMissionaryTargetPlot(UnitHandle, int *)
- CvReligionAI::ChooseProphetTargetPlot(UnitHandle, int *)
- CvReligionAI::ScoreCityForMissionary(CvCity *, UnitHandle)
- CvTacticalAI::ExecuteWithdrawMoves()
- CvTacticalAI::IdentifyPriorityTargets()
- CvTacticalAI::NearVisibleEnemy(UnitHandle, int)
- CvTacticalAI::PlotCloseOnTarget(bool)
- CvTacticalAI::PlotEmergencyPurchases()
- CvTacticalAI::PlotHedgehogMoves()
- CvTacticalAI::PlotSitAndBombardMoves()
- CvTacticalAI::PlotSurgicalCityStrikeMoves()
- CvTacticalAI::QueueAttack(void *, CvTacticalTarget *, bool, bool)
- CvTeam::SetHasEmbassyAtTeam(TeamTypes, bool)
- CvTeam::makeHasMet(TeamTypes, bool)
- CvPlayerTrade::CanCreateTradeRoute(CvCity *, CvCity *, DomainTypes, TradeConnectionType, bool, bool)
- CvPlayerTrade::GetTradeConnectionRiverValueModifierTimes100(const TradeConnection &, YieldTypes, bool)
- CvPlayerTraits::AddUniqueLuxuries(CvCity *)
- CvTreasury::HasCityConnectionRouteBetweenCities(CvCity *, CvCity *) const
- CvUnit::DoSpreadReligion()
- CvUnit::IsEnemyInMovementRange(bool, bool)
- CvUnit::PerformCultureBomb(int)
- CvUnit::getAirliftFromPlot(const CvPlot *) const
- CvUnitCombat::ResolveAirUnitVsCombat(const CvCombatInfo &, uint)
- CvUnitCombat::ResolveCityMeleeCombat(const CvCombatInfo &, uint)
- CvUnitCombat::ResolveRangedCityVsUnitCombat(const CvCombatInfo &, uint)
- CvUnitCombat::ResolveRangedUnitVsCombat(const CvCombatInfo &, uint)
- CvLeague::AddMember(PlayerTypes)
- CvLuaCity::lPlot(lua_State *)
- CvLuaGame::lGetLongestCityConnectionPlots(lua_State *)
- CvLuaPlayer::lGetPotentialAdmiralNewPort(lua_State *)
- CvLuaPlayer::lGetPotentialInternationalTradeRouteDestinationsFrom(lua_State *)
- CvLuaPlayer::lGetPotentialTradeUnitNewHomeCity(lua_State *)